So one of the things  I told myself I would work on, is improving my skill with battle eventing. I’ve never really used it much, even though I’ve been using RPG Maker for longer than some of our users have been alive.

Battle events handle much like normal events, most of it is just basic logic.

For this tutorial, I am going to make an event in which if Harold is still alive, and all his other party members are dead at the end of a turn, he powers up, because all his friends are dead.


I really should have grabbed an emotion faceset, he looks surprisingly OK with it all.

You could use this same event for a transformation skill. Or maybe when everyone else is knocked out, it adds a skill that lets the character transform into a superhero now that no one will see them change (This was used by Red in SaGa Frontier). The basics of this event, though, can be used to learn how to do many other battle events. So let’s get started.

The first thing we need to do is make the State that will be applied to Harold. This is pretty simple. Just add a state, give it an icon, and add all the bonuses you want it to give. I’m going to have it increase all stats by 50% and give him 10% HP and MP regeneration.


I also set it to remove at the end of the battle. Don’t want him gaining permanent awesomeness from it happening one time.

The next thing we need, is a skill that Harold can use to put this state on himself.

A quick, very important note: DO NOT GIVE THIS SKILL TO HAROLD! This skill will instead be triggered by the battle event.


This skill is also pretty simple. Scope: the user, set an animation, Add State: All My Friends Are Dead. No costs. Certain Hit, and then write a use message.

After this, we just need our Battle Event. Battle Events are created in the Troops section. Each Troop has their own set of battle events. If you want something to happen in EVERY battle, you will either have to copy it across to every Battle Event, or use a Plugin like this one from Yanfly. I highly suggest the use of Yanfly’s scripts, though I will not be using it for this demo.

The first thing we need to do is change the trigger for the Battle event to “Turn End” this will have it run the event at the end of every single turn of combat.


The next thing I need to do, is start thinking: What all does this event need to check?

This event should have him use the skill if ALL of these conditions are true:

  1. Harold is in the Party
  2. Harold is NOT dead.
  3. Harold is NOT already under the effect of All My Friends Are Dead.
  4. There are other people in Harold’s Party.
  5. All of the other Party Members are Dead.

So, the first thing we need to do is make some Conditional Branches. We’ll need to use the else branch for some of these, to indicate that it only happens if it is NOT. Let’s set up for the first three conditions.


We’ll be working the rest of the event inside that Else Branch. With the nesting branches, all of this will only happen if Harold is not already under the effect, he is in the party, and he is alive.

The next thing to check is, how many people are in the party, and how many of them are KOed. We can do this very quickly. The first thing to do is to set a Party Size variable to the number of characters in the party. You can find this under “Other: Party Members’ in Variable Controls. The second is to create a variable that when it is equal to this number, the skill will go off.

Since we won’t be counting Harold (he needs to be alive), we’ll set the trigger variable to 1. Now, we can reference each party member and ask “Is he/she in the party, if so, is she dead, if so, Add 1 to the Trigger variable.”

Do this for all party members you have.


Now we just have to check and make sure that Harold isn’t alone, and if all the other party members are dead, by checking if Party Size > 1, and if Party Size == Dead Friends Trigger.

And for a final touch, add in a message and have it force Harold to use the skill (Random target is fine, as it chooses from only one valid target, the user)!


And that is everything. Now our Hero powers up when all his friends are dead. Want to learn more? Check out the demo for a closer look.

How have you used battle eventing? What tricks have you learned? Have any questions about the tutorial? Join us in the comments below.



Medieval Fantasy is great, but perhaps there are just a few too many fantasy games in the RPG genre? Feeling like you want to try something else?

Well, we have 3 new packs that will take you into the modern era, and beyond!


First up, we have the Sci-Fi Battlers 2 Pack by Michael Rookard! This pack adds 19 battlers matching the style of Rookard’s previous Sci-Fi Battler and Sci-Fi Battleback packs. Created in a brilliant painted style, these battlers will bring your world to life.

Buy all three packs, and get a large collection of Sci-Fi combat pieces to create your entire game!


And that Sci-Fi game is going to need some atmosphere, so bring it out with Joel Steudler’s Futuristic Atmospheres Vol 2! A sequel to Futuristic Atmospheres, this pack adds even more ambient music, drones, and soundscapes to complement your game.

Whether you need the background sounds of an alien landscape, a spaceship, or a quiet trip through hyperspace, this pack has it.


If one thing is overlooked in a lot of games, it is SFX. There is an entire background to our lives: doors, cars, cooking, birds, bugs, and more. And Joel Steudler is here to bring that to your game as well with the Modern Day SFX pack!

This pack contains 450 sound effects to bring your modern game to life formatted for RPG Maker VX Ace or MV.

With these three packs, you’ll be well on your way to bringing your game to the 21st Century, and beyond!


What is gameplay?

This is a question that, in general, kind of gets unspoken, but the answer to it informs a lot of design. To me, especially with turn based RPGs: Gameplay = Choices.

If the player doesn’t have choices to make, how to approach battle, what skills to use, how to explore the maps, how to build their characters, then that isn’t gameplay. It is just having a story told to you.

But let’s be honest, no one TRIES to make an RPG that lacks those. Everyone TRIES to make a game with interesting choices. But what happens, very often, either through mistake or design, are choices are limited by their practicality in game, rather than there literally being no choices.

False Choice

Not a real choice. I mean, seriously, who wouldn’t pick the banana?

In the choices you present to your characters, work your best to make them viable. If you are giving a choice and it isn’t viable, either through combination with other choices, or on its own, then it probably wasn’t really a choice.

Think for a moment, if there is one skill that is much much better than all others, and doesn’t have a significant cost, why would anyone use anything else? And if they aren’t using anything else, where is the choice?

For an example of a professional series of games that suffers from a lack of choice in one aspect, let’s look at:

The Dragon Quest Series

First, let me say that I am a huge fan of the Dragon Quest series, and think Dragon Quest IX was probably the best game on the Nintendo DS. Unfortunately, the series has really been known to create nonchoices around one, very specific family of enemies.

Want to level up some? It is time to go Metal Hunting. In most Dragon Quest games, there is almost no other viable way to level quickly. So if you are going after XP, this is your option.

Dragon Quest is a property of Square Enix

Dragon Quest is a property of Square Enix

Get used to those chubby adorable faces.

And Dragon Quest IX, despite my love for the game, brought it to a head. With visible enemies you could dodge, it was easy to fight almost nothing but groups with metal slimes or their family. And if you were lucky enough to get the right extra dungeon maps, you could end up with an entire floor with nothing but King Metal Slimes.

Leveling in any other way makes no sense. It isn’t a choice.

But it is easy to see how stuff like this would happen. For instance, with Dragon Quest Metal Slimes, it was meant to be a “hey you hunted and found one, congrats for killing it.” But as it got easier to kill them with specialized skills, and easier to hunt for them, the reward was bigger than the work to do it.

Or with a skill you have to work really hard to get, you want it to be powerful. But if it completely overshadows everything and is the only thing useful, people will rush for that skill and ignore any other “powerful” skills you made.

Always be wary of anything that is powerful in your game, or gives a huge reward in materials or experience. If you aren’t careful, the players will only end up doing those things, and your game, even with tons of “variety” instead ends up with one or two real choices.

Can you think of an accidental non-choice you made in your games? Can you think of any professional games that build non-choice into them? Do you have opinions on non-choices? Join us in the comments below.



Hello RM Fans, we’ve got three new packs for you!

Characters, tiles, and music, we have a little bit for every user, so find out what you can add to your game today!

Medieval Knights Templar


What kind of medieval themed game wouldn’t have Knights? The Medieval Knights Templar Pack by Pioneer Valley Games, for use with all previous Medieval PVG packs, features two character templates and tons of pieces to make an almost endless number of characters.

You’ll have pieces for walking, running, sleeping, side view combat, busts, portraits, and more! At $4.99, this pack is a must have for all PVG fans.

Medieval Music Pack

And since you are using all of those excellent PVG tilesets and characters, you really need some music to fit the theme.

Joel Steudler has come out with just what you need with the Medieval Music Pack. With 20 themes (5 Battle, 4 Dungeon, 3 Field, 3 Theme, and 5 Town) using period musical instruments, such as the lute, recorder, and harpsichord, this pack really brings out the atmosphere of the times. Learn more!

Town of Seasons


The times, they are a changing, and each year brings many colors and weather around the world. So bring that out in your game, with Sherman3D’s Town of Seasons! This pack contains tiles to decorate your towns in Winter, Summer, Spring or Fall.

Completely compatible with RPG Maker MV’s standard tiles, there isn’t any reason not to pick this up today!



One thing to remember when eventing in RPG Maker, is that there are usually multiple ways of doing the same thing. In a lot of cases event touch and player touch are pretty interchangeable (there are cases where they aren’t though), you can also use event pages instead of conditional branches sometimes.

And inevitably, you’ll run into the situation that there was an easier and more efficient way to do something you’ve already done.

It happens to us all.

No matter how much you use RPG Maker, you’ll almost always be picking up new little tricks to make things easier. And after making an entire game, it is almost inevitable that you will find SOMETHING that you know a better way to do now.

I literally realized there was a batch option only a couple of months ago, and I'e been using RM for 15+ years.

I literally realized there was a batch option in Control Variables only a couple of months ago, and I’ve been using RM for 15+ years.

So what do you do?

Your first instinct is probably to rip into it and fix it… but is that the right thing to do? I think it depends on the situation.

When You Should

There are several situations where it probably is a good idea to fix it. Most of it has to do with one of two things.

Situation #1: It doesn’t work as is.

Ok, if you have a situation where the Event doesn’t even work as it should or fixing it would make it work better for the end user, then that is a good time to recode the event. Even if this is just that recoding it would improve the UI it is a good opportunity to improve the game for the player.

This is obviously a no-brainer.

Situation #2: Leaving it as is will cause more work in the future.

The other situation is one where if you don’t change it, you are making more work for yourself. Say more events tie into the way that event works. Everything intertwined with that event means that if you have to bug fix it later, if the base event isn’t as efficient as it could be, you’ll have even more of a mess to fix.


For instance, a farm system is one with both a lot of possibly interlinking events, as well as events that need to be copied over and over. (Rural Farm Tiles by Celianna)

Or for instance. if it is an event where if you leave it as is, each event like it would need heavy editing to copy and paste to make a new event like it, but if you change the eventing it will just require minor edits. Go ahead and make the changes. Efficiency is important here: Is it going to make my game making faster and or easier to redo?

When You Shouldn’t

Pretty much any other case.

Look, if it works, and its an isolated event without a lot of dependency from other events, there is literally no reason to change it. If you find bugs in it later? Yeah, change it then, but if not, just let it go. No game is perfectly efficient, and the player doesn’t CARE if the game is perfectly efficient, only that it works. The player isn’t going to marvel at your brilliant eventing, because he won’t know it even exists.

I mean, this is what my desk at home looks like all the time. But that doesn't affect how you enjoy my blogs right? Wait, you do enjoy these? Don't you?

I mean, this is what my desk at home looks like all the time. But that doesn’t affect how you enjoy my blogs right? Wait, you do enjoy these? Don’t you?

Going back and redoing and redoing and redoing older parts is the fastest way to never finish a project. Only work on fixing things that are ACTUALLY broke.

What do you think? Am I missing a situation where you should redo an event in a more efficient way? Or are you the type that recodes every event no matter what? Share your experiences in the comments below.

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RPG Maker Trivia!

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The two things I know that all RPG Maker users love are more resources, and free stuff. So we’ve partnered together with Studio Saizensen to provide you both! Two free character packs featuring characters from their games to all owners of RPG Maker MV!

Umihara Kawase Graphic Set

The first of the two free packs we have available is from the amazing puzzle platformer series Umihara Kawase!


The pack features four characters, with walking sprites, facesets, and portraits, covering all the playable characters from the latest game in the series Sayonara Umihara Kawase.

Make your own games featuring the fishing line wielding heroine, or just use them for small cameos: They are perfect for use in almost any game set in the modern day.

Don’t know anything about Umihara Kawase? Don’t worry, you can pick up the whole series for a low low price during the Steam Summer Sale!


Umihara Kawase is a technique based platformer in which you swing, repel, and launch yourself around fantastically designed stages using a fishing hook and line. As the title hero Kawase, can you overcome master the simple yet complex physics of the hook and line?

Code of Princess Graphic Set

But maybe you want something a little more fantasy? Then maybe you need to download the Code of Princess Graphic Set!


This pack also contains the four main characters from the game, the princess Solange, the thief Ali Baba, Zozo the necromancer, and the bard Allegro. With four walking sprites, facesets, and portraits, they too are ready to join your RPG Maker game.

You can easily make a game about these four characters, but they too are great for cameos, fitting into almost any fantasy game.

Code of Princess is also available in the Steam Summer Sale, so why don’t you give it a shot?


Code of Princess is a short stage based beat’em up, but that isn’t all. For all the RPG fans out there, it features all the mainstays of RPG customization. Stat growth, equipment, levels, experience. Build your heroes the way you want to! In addition, nearly everything in the game is playable in online mode, from dragons to little old ladies. Pick it up today!



It’s now officially summer! And that means it’s time for fun in the Sun, lazing on the beach, swimming in the surf (but make sure to be safe, that is why Harold has his favorite Ducky Float!), and of course, buying tons and tons of stuff in the Steam Summer Sale!

RPG Maker is jumping into the water with both feet, with great sales on all our products, like:


All our Engines from 45%-75% off! Whether you are looking to get RPG Maker MV for 45% off to upgrade to the latest engine, or you want to pick up some of the older Engines like 2k3 or XP for 75% off, we’ve still got a deal for you!

But that isn’t all, we also have:


Massive discounts on almost all of our RPG Maker DLC, both RPG Maker MV and RPG Maker VX Ace, as well. Do you need some music? Some Tiles? Some Characters? It doesn’t matter what you are looking for, it’s probably in this sale.

So head out, get some rays, then get back in the shade and hit up the Steam Sale for tons of affordable RPG Maker goodies!


About a year back, using RPG Maker VX Ace, I created a tutorial on making a “Sanctuary” Spell. With this spell, the player could transport their character to a safe location in “another dimension” and then transport themselves back to right where they were when they were done.

Luckily, this tutorial still works perfectly fine in RPG Maker MV, because recently, someone asked me an interesting question about it:


And what do you know, it’s next week!

Well, Alex, you are right, that WAS a great tutorial. But also, making a skill cooldown on an out of combat utility spell (or item) is a great idea. There are several ways you could do this. I’m going to focus on one specific way, that I find the most direct, and least cumbersome.

But first, Oh No!, there was a mistake in my original tutorial. If you used the Sanctuary spell while in your Sanctuary, you would be stuck there forever. Unable to leave. This could be a game breaking bug if left in, so let’s fix this.

All it takes is to first toss the Map ID into a generic count variable (if you need guidance on how to do this, read the Sanctuary Spell tutorial), then use a conditional branch. If the variable matches the Map ID of your sanctuary, have it tell the player it can’t be used while in the sanctuary. If it doesn’t, proceed with the event we made in the old tutorial in the else branch. Remember to use a generic variable, not your memorized Map ID variable, if you use that, it will mess up teleporting back! Also, remember to reset your generic variable at the end of the event. You always want to keep your generic variables zeroed out when not in use.


Now that I’ve fixed up my own mistake (SHAAAAAME), it’s time to move on to the meat of the tutorial. Giving the Sanctuary Spell a timer. What we want is for the timer to start the moment the character teleports back to the base map from the Sanctuary. Then, if you try to cast the spell while the timer is still running, it tells you that you need to wait.

Now, I know what you are thinking: Let’s use the Control Timer event command! Well, we can. It does work, but I’m going to use a different way for two reasons:

  1. The Timer shows up on the screen. I don’t think this is necessary for a single spell cooldown.
  2. You only have one Timer. If you used this for a spell that could be cast at any time, this would tie up the Timer for your entire game.

So instead, I’m going to use A variable, the wait command, and a loop. This will need to be in a Common Event. With most of my tutorials using Common Events, I’ve just been calling them. But now, we’ll use another method. With your second common event, we’ll want it in Parallel Process, to run the countdown in the background, and with the condition of a switch being on, the switch saying you’ve used Sanctuary then gone back to the map.


This means that this event will run WHENEVER Switch 001 is on. No matter what. This is really useful for things you need to run in the background based on specific circumstances, rather than being directly called from an event.

So now, we need to do two things. We need to flip on the Sanctuary Used switch, and set the Sanctuary Timer variable to the number of seconds we want it to run. In Alex’s question, it was 10 minutes, but for mine I’m just going to do 1 minute, for ease of testing. So I’ll put in 60, for 60 seconds. The easiest place to put this? In the transfer event that moves you back to the world after leaving the sanctuary!


Putting it here starts the timer the moment you go back to the main maps and abandon your Sanctuary.

The next step is to go back to the Sanctuary Timer Common Event. Let’s build up what we need. So we have the Sanctuary Timer variable, that is the number of seconds to wait. And then the Sanctuary Used switch, which is what needs to turn off when it hits zero. This is just a very simple loop! Inside the loop, have it wait 60 frames (1 second), then subtract one from the Sanctuary Timer variable. Then, using a conditional branch, when the variable hits 0, break the loop. After the loop is broken, you flip off the Sanctuary Used switch.


I’m sure you are asking, why not just have it do a wait 3600 frames? Well, by having it count down a variable, we can use the message from when you cast the spell and the timer is still running to tell you how long you have to wait.

And adjusting the spell to not work while the Sanctuary Used switch is on is the only thing left to do. Once again, broken down like this, I imagine you’ve already gotten it figured out. Go back to your Sanctuary Spell Common Event. Set a Conditional Branch. If Sanctuary Used is ON, have it give a message that details how many more seconds until you can cast it.


Using \V[n] will replace that tag with the number of the nth variable!

And to finish things off, throw all of the rest of the event into the Else branch of that Conditional Branch.


And that concludes that. This could have been accomplished in several different ways. With eventing, there isn’t just one way to do most things. In fact, this may not even be the ideal way to do this. But it does work. And you can check out the demo here if you have more questions!

Would you have done this differently? Do you see any flaws in my process? Any questions on how to use this technique for other things? Or even how to make the countdown based on something other than time? Join us in the comments section below!



It’s the most common type of RPG Maker game, but that doesn’t mean it can’t be good! The High Fantasy RPG!

Whether it’s slimes, gigantic yellow birds, sentient swords, one of twenty-seven powerful runes, or yet another girl named Nina, most of us have nostalgia for those staples of the JRPG genre, and we’ve brought you 4 excellent music packs to bring out that classic high fantasy in your own RPGs with the Karugamo Fantasy series!

Each pack has its own flavor:

Pack 01 features 22 tracks built around dungeons, towers, and travel via land or sea.

And after all that exploring and travelling, your characters can enjoy the tunes of Pack 02, with an additional 22 tracks, this time for castles, towns, villages, and other centers of civilisation.

But evil will never leave civilization alone for long, and that is why you’ll need Pack 03, for battle and hero themes of all types!

And finally, after a long fought battle, it is time for the story to move forward, with Pack 04 you will have tracks for cutscenes. Mystical, Romance, Despair, you’ll be sure to find something for any scene.


All packs are formatted for use in RPG Maker VX Ace or RPG Maker MV. As an extra bonus, each pack comes with a bonus RPG Maker MV walking sprite based on the cover art shown above!

You can also find these packs on Steam! (Pack 01, 02, 03, 04)

And if you buy NOW, before June 24th, on our site or via the Steam Store, you will receive 10% off and these fantastic packs! So level up your high fantasy game, With the Karugamo Music Packs!